New Super Mario Bros. Walkthrough :

This walkthrough for New Super Mario Bros. [Nintendo DS] has been posted at 08 Jan 2010 by Sonicfan1 and is called "How to Beat "New Super Mario Bros.". The Walkthrough have a rating 1 by 1 our users and has been commented 2 times. If walkthrough is usable don't forgot thumbs up Sonicfan1 and share this with your freinds. And most important we have 20 other walkthroughs for New Super Mario Bros., read them all!

Walkthrough - How to Beat "New Super Mario Bros.

Page 1

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-----------------------------Table Of Contents------------------------------
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1) Introduction
2) Controls
3) World Map Information
4) Walkthrough (half of it)
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-------------------------------Introduction---------------------------------
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1) The following is directly from the New Super Mario Brothers instruction
manual, and is in no way the work of Brian P. Sulpher:
EMERGENCY NEWS FLASH!
Princess Peach has been kidnapped! While enjoying a nice walk with Mario,
the beloved ruler of the Mushroom Kingdom was whisked away by an unknown
assailant. How could this happen with Mario around
According to eyewitnesses, the walk was going swimmingly when Mario and the
princess spotted smoke billowing out of Peach's Castle. The mustachioed
marvel immediately jumped into action and sped off toward the fire. The
moment he left her side, the princess vanished!
Who's behind Princess Peach's disappearance
Who's behind the attack on Peach's Castle
Are the two incidents related
Didn't Bowser Jr. once think Princess Peach might be his mother
Looks like Mario's going to need all the Mega Mushrooms he can find to get
to the bottom of this mess!
Well, not exactly Shakespeare I admit, but then again, when have Mario
and Luigi's adventures ever been about the story anyway The reason I
mention their previous adventures is that as a long time platformer, I
have experienced all the Mario games in this genre, so I warn you now I
will occasionally comment on certain areas, situations, and set-ups as
they are either tributes or exact matches to areas found within anything
from the original SMB through to Super Mario World to Super Mario 64 to
Super Mario Sunshine! Hopefully younger gamers will learn some things,
while you older gamers get a kick out of the details that Nintendo
decided to put in for us fans! Enjoy my FAQ for the New Super Mario
Brothers!
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---------------------------------Controls-----------------------------------
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2) This section will outline the control for Mario, both basic and advanced.
o----------------o
| Basic Controls |
o----------------o
D-Pad...: UP and DOWN will move Mario into pipes, though holding DOWN will
also allow Mario to duck. LEFT and RIGHT will move him in the
corresponding direction pressed.
START...: Pauses/unpauses the game, bringing up the in-game menu.
A Button: Press to make Mario jump. Also doubles as a swimming stroke in the
water.
B Button: Press to make Mario jump. Also doubles as a swimming stroke in the
water.
X Button: Hold this button to dash and to pick up Shells/springboards/etc.
Also allows Mario to punch doors on the fences to get to the other
side.
Y Button: Hold this button to dash and to pick up Shells/springboards/etc.
Also allows Mario to punch doors on the fences to get to the other
side.
L Button: Scroll the map screen to the left.
R Button: Scroll the map screen to the right.
o-------------------o
| Advanced Controls |
o-------------------o
=============
Anytime Moves
=============
Double/Triple Jump: When coming down from a jump (holding the X/Y Button),
immediately press the B/A Button to rocket back into the
air, achieving more height and style than the previous
jump.
Gap Dashing.......: When the space between platforms are one space, you can
hold the X/Y Button to pass over the holes without
falling through.
Ground Pound......: When Mario has jumped into the air, press DOWN to slam
his weight down, delivering a brutal hit to enemies and
bricks, breaking the bricks if he is not Regular Mario.
Slide Duck........: Sometimes the open space is only the size that Regular
Mario could normally pass through, but Mario can run at
the space, duck (press DOWN) just before he gets there,
and then he will slide through to the far side.
Sliding...........: On a hill's slope, press DOWN to slide down the hill and
kill enemies that are in the way.
Super Jump........: When you hop on an enemy, hold the A Button to fly
farther into the air than a normal hop would bring
Mario.
Wall Jump.........: When Mario jumps into a wall, press towards the wall,
followed by pressing A/B Button to send him kicking off
the wall to gain some height. When used in a narrow
vertical corridor, he will be able to reach heights he
could not get to through conventional means.
===========
Fiery Mario
===========
Firepower: Press the Y/X Button to throw a Fireball that can scorch enemies.
Maximum of two Fireballs on screen at a time.
===========
Shell Mario
===========
Shell Dash: Holding down the X/Y Button will allow Mario to run, building
enough speed to start spinning around as he slides like any old
Koopa Troopa. He will keep going in the same direction till he
hits an object (reverses course) or releases the X/Y Button.
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---------------------------World Map Information----------------------------
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3) This section will examine the rules, functions, and structures found
within the World map, and what they mean for Mario.
o--------------o
| World Layout |
o--------------o
Each world will have set of levels, objects, Toad Houses, and enemy
installations strewn about it, usually connected by pathway. However, some
levels will have two exits, with each exit leading down a different path,
meaning that Mario will beat the level both ways to open both paths from that
level to the next two stops. Often the more difficult to find/get to exit
will yield the path to the levels with letters (A or B) instead of the more
conventional paths of numbered levels and Towers/Castles.
o------------o
| Toad House |
o------------o
These are the places on the nap where Mario can improve his chances of
rescuing Princess Peach. The following Toad Houses exist:
Green Toad House: With a series of blocks to randomly select, hit them to
reveal 1-Ups. The long you go, the higher the 1-Up totals
will be, but the game ends once the Bowser Block is hit.
Luckily, the 1-Ups found to that point are still yours to
keep.
Item Toad House : The tried and true Toad House, one random Item will be
Mario's after he hits the flashing Item Block, sending it
into the Item reserve for you.
Mega Toad House : No guessing or luck involved here... Mario will hit the
giant Block (love the SMB3 reference here) to reveal a
Mega Mushroom, which will be put into his reserves for
whenever he decides to use it.
o-------------------------------o
| Winged Blocks/Hammer Brothers |
o-------------------------------o
These two will move about the map randomly, stopping in a level. If Mario
enters the level they are occupying, he will then get a free Item from the
Winged Block if he hits it, or he will have to face a might member of the
Hammer Brother Family.
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--------------------------------Walkthrough---------------------------------
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4) This section will examine the game in-depth, covering every necessary
step for completing this wonderful game.
~~~~~~~~~~~~~~~~~~~~~
~~~~~~~ World One ~~~~~~~
~~~~~~~~~~~~~~~~~~~~~
_____________________
X - Start |
# - Level |
a - Extra Level |
O - Empty Space |
T - Tower |
C - Castle |
H - Ghost House |
W - Warp Cannon |
P - Pipe |
S - Star Coin Toll |
I - Item Toad House |
G - Green Toad House |
M - Mega Toad House |
|
_____________________|
G M +----5------------+
| | | S |
S S | | |
X----1----2----3----O----T----4------------O +----G O----C
| | | S |
| | | | |
+----I----+ +----W I------a-----------------+
o-----------o
| Level 1-1 |
o-----------o
Here we go! Starting with a classic set-up, run forward and bust the
Goomba before raiding the Blocks for Coins and a Power-Up. Head right,
hitting Bricks for Coins (including a Coin Block up high), followed by a
couple Goombas positioned around a pipe. Hop the gap ahead to hit the next
Block for a Mega Mushroom (I advise doing this for the great fun that
comes from trashing enemies, bricks, pipes... basically anything that is in
Mario's rampaging path), but the walkthrough will continue onwards as if you
never grabbed this Item.
Head right past a Goomba and over a gap, jumping off the pipe to get the
first Star Coin in the game, followed by hitting the open space between the
bricks ahead to make a ledge to hit the next ledge of bricks to find a
beanstalk (go up for Coins, but note it bypasses a Star Coin if taken). Go
down the next pipe, jumping over the gaps in the way, killing Goombas to get
a Power-Up from the Blocks, finally getting the second Star Coin before
heading back topside. Head left from the pipe to go get some Goombas to
reach the third Star Coin, which is protected by bricks, so use a Ground
Pound to bust it out, finishing the set for this level!
Now head right, hopping the gaps and pipes, passing a Green Koopa Troopa and
a Red Koopa Troopa, reaching the staircase that is oh so familiar to Super
Mario Brothers veterans. Climb upwards, taking a running leap to hit the
flagpole to end the level!
o-----------o
| Level 1-2 |
o-----------o
This level begins with a dizzying descent, destroying the bricks for the
Coins that they protected... provided you are not Regular Mario of course.
Move along to the right, grabbing the Power-Up from the first Block and
breaking bricks for the Coins they shelter (note that the dual brick layer
leads down to a bunch of Coins and a Coin Block), followed by leaping to the
right via the brick ledges to snag the first Star Coin.
Go down and right for another Power-Up, dealing with the Goombas and Green
Koopa Troopas, arriving at a brick structure that holds the second Star
Coin. To get inside, get directly above the Star Coin's position and
perform a Ground Pound to bash your way inside, followed by getting out to
move right once more, facing a teeter-totter log ride to the bricks ahead
(the highest brick is a Coin Block). Next are three pipes (the first can be
accessed to go into a Bonus Room), two of which house Piranha Plants, so
shoot them with Fire or just pass by when they retreat into their homes,
being sure to get the Power-Up in the Block while dealing with the
nuisances.
Hop across the gap ahead (or take a running leap and land on the bricks
above to run across the top of the area without worry), finding a Green
Koopa Troopa and two Goombas guarding the way forward to another
teeter-totter log. Now the level will split in two, so the Main Route and
the Alternate Route will be outlined:
==========
Main Route
==========
Use the teeter-totter log to reach the bricks or ledge ahead, jumping the
Green Koopa Troopa before hopping the next gap to reach the pipe out of the
subterranean area. Once outside, climb the staircase and leap to the
flagpole, ending the level!
===============
Alternate Route
===============
Use the teeter-totter log to get high on the right side, leaping onto the
ceiling, running along it to find the third Star Coin for the level,
followed by going up through the pipe to use the semi-staircase ahead to
leap onto the flagpole, ending the level!
o-----------o
| Level 1-3 |
o-----------o
Another classic area from the original Super Mario Brothers, the toadstool
platforms! Head right to get a Power-Up from a Block, followed by using
the springboard ahead to find a second springboard and some Coins, so launch
higher up to bounce off the rubbery toadstool, flying into the first Star
Coin. Immediately float to the right, following the line of Coins, falling
down to a ledge that holds the second Star Coin!
Grab the Power-Up from the Block before passing the halfway point, facing
a red Koopa Troopa, followed by a dual set of rocking toadstools, high above
these two would be the the third Star Coin (jump when they are high in the
air to finish getting this easy trio of Star Coins). Head right (jump onto
the high toadstools if possible), finding a Red Coin Ring to go through,
making 8 Red Coins appear, rewarding Mario with a Power-Up if he is Super
Mario or less in his stature or reserve Power-Up, or if he has at least a
Fire Flower in both spots, he will get a 1-Up Mushroom. All that remains
from here is to go right and use the remaining rocking toadstool to leap
onto the Flagpole, ending the level!
o---------------o
| Level 1-Tower |
o---------------o
This level is vertical in nature, with mving walls, so be sure to not get
crushed in between the granite. Jump up past the Dry Bones to get the
Power-Up from the Block on the left, followed by leaping through the
various sets of moving granite blocks when they are open, reaching a spot
where two horizontal sprints must be performed to pass through the
vertically moving blocks. Head up to the next ledge to get the Power-Up
that the Dry Bones is guarding, also going further right to get the first
Star Coin before heading left to climb upwards once more.
Jump up the moving granite staircase to head left, performing a set of
wall-jumps to reach a ledge with a door heading inside. Here is where the
level splits in two for purposes of the Main Route and the Alternate Route:
==========
Main Route
==========
Grab the second Star Coin from the right side of the room, followed by
exiting out the door, leaping up to the ledge above (between the granite
and the spike blocks), climbing the granite blocks to reach the third Star
Coin for the level. Continue jumping up through the next set of granite
blocks, timing the leaps to not get crushed and reach the ledge above, where
Mario will find a green pipe to use to launch into the air. Time his entry
into the pipe for as soon as the lowest granite blocks above start to move
apart, which will safely send Mario up to the high area, where he will see
the two MASSIVE Dry Bones that were working the moving the granite blocks
through out the Tower. Grab the Power-Up from the right before heading
through the large door.
Baby Bowser will attack Mario simply by running back and forth, attempting
to ram him at full speed. The way to defeat the monster is to hit him with
three leaps to the head, though he will retreast to his shell after every
bonk from Mario, so step away until he comes back from his hiding game. The
other method for defeating Baby Bowser is to hit him with 9 Fireballs,
though the Fireballs can be combined with the jump attacks to beat Baby
Bowser as well. COnsider the Jump attacks remove 3 Hit Points and the
Fireballs remove 1 Hit Point, meaning that to beat Baby Bowser, 9 Hit Points
must be removed. Defeat him to end the level, advancing further in the
quest to save Princess Peach.
===============
Alternate Route
===============
For this exit to be accessible, Mario will need to have to be Shell Mario.
Jump to the right in this room, getting by the door, but instead of heading
through, instead leap up to the hole above, passing through to a secret
area. Here Mario will need to use his Shell to bust down the bricks,
followed by using a leap to busy the bricks above, opening the way to the
pipe that was covered. After going through the pipe and falling down to
the ground below, you can just leap onto the flagpole, or you can try to
use the Shell run to leap off the bricks above to reach the top of the
flagpole for a good score. Either way, this will allow Mario to access the
Warp Cannon on the World Map, sending him all the way to World Five!
o-----------o
| Level 1-4 |
o-----------o
Slide down the hill and kill the Goombas, followed by botting the Green
Koopa Troopa off the next hill to hit the Block to make the Power-Up
inside come out. Next up are two Goombas on a slope, leading to an area
with a Green paratroopa Koopa to dust off, followed by checking the Blocks
to find a Mini Mushroom. The Mini Mushroom will make Mario so tiny that he
can slip through the hole on the left side of the area, going down the tiny
pipe! Inside here Mario should run right across the water, wall jumping to
the high ledge to get the Star Coin that resides up there.
Now head back up the pipe and move to the right, passing a Goomba spewing
pipe to leap a gap, locating a Power-Up in the Block row. Now that Mario
has become Super Mario, go stand on the brick pictured below and perform a
Ground Pound:
STAND HERE
|
_____ v
| | |_ _ _
|__|__|_|_|_|
| |xxxx xx
| |xxxx xx
Enter the pipe to find some Coins, but leave them alone and go right,
busting the bricks to reveal a P-Switch, which will turn the Coins into
bricks, forming a path for Mario to climb to the left, finding the second
Star Coin on the ceiling area of the room. Head right afterwards, taking
the pipe back to the surface. At this point, Mario will need to go after
the third Star Coin, so head left, sliding down the hill to move right
towards the gap to go across it to get the third Star Coin, finishing the
set for this level!
Head right from the pipe where Mario emerged from the subterranean area,
facing an upward slope where Goombas pour from a pipe, jumping past that to
get onto said pipe. From here Mario can make a jumping effort to reach the
flagpole ahead, so make a good leap to finish off the level!
o-----------o
| Level 1-5 |
o-----------o
This level has long stretches of spongy toadstool, which will keep bouncing
Mario high into the air. If you desire to get even more air, press the A
Button as Mario is landing, sending him to the highest reaches of the screen
in the process. After snagging the Power-Up from the Blocks near the
start, jump when landing on the spongy toadstool, firing Mario high enough
into the air to get the first Star Coin. Next up is a bouncy trip to the
right, finding a Red Koopa Troopa to knock senseless, followed by booting it
to the right so Mario can follow it, watching it clear out a bevy of Koopa
Troopas, rewarding him with a 1-Up if he stays with the deadly projectile
long enough!
Bound past the next Red Koopa Troopa, reaching a solid toadstool area,
followed by a pulley elevator, so get on the one side to raise the other
(your side will fall) leaping across to the high side to get to the second
Star Coin. Just a quick note that yes the old stay on the elevator long
enough and the bars will fall of trick still works, just like in the
original SMB! Continue to the right, using the same trick on the third
pulley elevator, getting on the right side of it when it is high to enter
the pipe that resides above it. Here Mario will ride a rocking toadstool,
grabbing Coins and the third Star Coin, followed by hopping down the hole
at the end to return to the main area of the level.
As Mario passes the halfway point (and two Green Paratroopa Koopas), he
will find more of the spongy toadstool and a Power-Up nestled in the nearby
Blocks, leading into a Red Coin Ring (bounce around the few spongy
toadstools and the Goomba to get the reward). Continue along carefully,
beating up any enemies to find four Coin Blocks to raid, with the results
coming from bouncing into them from below, getting Mario stopped underneath
them perfectly, allowing the spongy toadstool to do all the work for Mario.
After this are a couple Goombas laced into the spongy toadstool hopping,
finishing with bouncing high to the right to hit the flagpole, ending the
level!
o-----------o
| Level 1-A |
o-----------o
Head down the pipe to find a Power-Up in the Block, which will also be the
point where the level begins to scroll, meaning that couple classic Mario
game rules are in effect: Mario can get squished by the solid obstacles in
his path if he gets stuck on the left side of the screen, and the enemies
will be positioned in such a manner that Mario will need to run through the
gauntlet with precision strokes. With the scrolling fo the screen will come
a vaguely familiar enemy in Sushi, a blue shark from Super Mario 64 that
often will enter the screen with a fellow Sushi, charging straight ahead.
So Mario is advised to steer clear of them or to let some fireballs take
care of the problem, if he has the capability.
Head right through the multitudes of Sushis in this area, finding a P-Switch
to hit to reveal silver Coins spread among the bouncy obstacles ahead, so
swim precisely to get through the area quickly, grabbing all the Coins along
the way. After this area send Mario swimming for the ceiling of the next
stretch, as a Star Coin rests up here, and it is difficult to come at it
from below due to the invisible blocks that populate the area. From there
Mario will go right, entering the pipe leading upwards, appearing near the
second Star Coin.
Upon entering the water area again, avoid the Cheep-Cheeps and hit the
rotating Power-Ups for the picture that is on the block when Mario makes
contact from below. Next up are Sushis attacking from the left, so dodge
them and enter the Red Coin Ring to go try for the Power-Up/1-Up reward.
The Sushis will now switch back to attacking from the right, but they are
aided by air currents from pipes, so swim through the currents between waves
of Sushis, finding a P-Switch to hit, revealing a multitude of silver Coins
to grab, all the while dodging Sushi charges.
Swim right as soon as the Star Coin appears above, grabbing the Star Coin,
followed by either ducking to avoid the incoming Sushi or swim back out
quickly. Swim past the last few Sushis and head up the pipe, going forward
to jump to the flagpole to end the level!
o----------------o
| Level 1-Castle |
o----------------o
Head right, suing the rope platforms to cross lava fields and to launch
Mario high into the air. After getting the Block Power-Up, go past a few
Podoboos in the lava, finding a Dry Bones guarding a set of moving spike
blocks. Run underneath the spikes, stopping in the various openings
(grabbing the Coins and such that are in the openings), arriving at an
opening where the Star Coin above beckons. Wait for the spike blocks to
descend, using a wall jump to reach the Star Coin.
Head right to pass the halfway point, grabbing the Power-Up en route to some
more rope and Podoboo action, leading to a Dry Bones guarding a jump to a
small ledge which holds the second Star Coin. Head right to find another
rope rigging bridge, but only go right to get past the last Podoboo here,
followed by letting Mario sink on the rop for a second before jumping,
launching him up to the pipe just off the screen above, entering it to
locate the third Star Coin. Head back out to go right past a Dry Bones,
leaping across the rising and falling granite blocks to leap one final lava
gap to enter the large doors ahead.
Baby Bowser will send in Bowser to fight against Mario... on a breakaway
bridge. Yes, Baby Bowser has never read a history book apparently on the
entire game of Super Mario Brothers. Anyway, Bobwer can be taken down
through three particular strategies:
i) The easiest way to beat him is to get onto the elevator floating on the
bridge, waiting for Bowser to draw near so Mario can take a running
leap past the beast to hit the switch and drop Bowser into the lava.
ii) Fireballs can roast the beast, taking him out in a few short bursts.
Although this manner will drop Bowser into the lava below, only hitting
the switch will end the battle.
iii) This is an unorthodox option, but as Shell Mario you can bash Bowser
until he falls into the lava defeated. The same rules apply for
hitting the switch to end the level.
~~~~~~~~~~~~~~~~~~~~~
~~~~~~~ World Two ~~~~~~~
~~~~~~~~~~~~~~~~~~~~~
_____________________
X - Start |
# - Level |
a - Extra Level |
O - Empty Space |
T - Tower |
C - Castle |
H - Ghost House |
W - Warp Cannon |
P - Pipe |
S - Star Coin Toll |
I - Item Toad House |
G - Green Toad House |
M - Mega Toad House |
|
_____________________|
I M G I
| | | |
S S S S
X----1----2------------3------------4----T----O--------5----O----6----C
| | | |
| | | |
W----a----P +--------------I-------------+ P
o-----------o
| Level 2-1 |
o-----------o
Head right for a Power-Up from a Block, which is immediately followed by
the first Pokey of the game. Pokey is a segmented Cactus (originally from
SMB2) who can only be defeated by taking out all of his segments or shooting
him in the head. Head past this obstacle (unless Firepower is yours, then
roast him up) to find a Spiny and another Pokey, so use the yellow block
with the face to make it past the next Pokey (hit the block and then use the
higher ledge to launch past the wavery cactus). Jump forward to get the
first Star Coin, but retreat back to the high ledge, as it will allow Mario
to clear Pokey when he comes closer.
use the elevator that appears next, lifting past the next Pokey, moving
right to leap past each Pokey as the elevators they inhabit drop low enough
to let Mario by. Drop down to the ledge above the quicksand, letting the
next Pokey move upwards out of range, leaving the jump and the second Star
Coin wide open for Mario. A running leap will clear the gap and the Pokey,
which will also pass the halfway point for the level, leading to a Power-Up
in a Block.
Next up is an area with small ledges and moving platforms that are populated
by (yep, you guessed it) Pokey. Jump ahead carefully, but be wary as Pokey
can get onto the moving platforms, so he could become mobile and chase
Mario. If you lack Firepower, a quick jump down to the third Star Coin must
be immediately followed up by efforts to get high up once more, as Pokey
will begin to close in on a moving platform. The up and down elevators set
(vintage SMB) will have Mario riding high on the first set, jumping onto the
second set, immediately followed by running to leap past the final Pokey,
reaching the pipe. Hit the brick here to make a P-Switch appear, triggering
it to make the Coins above Pokey become a nice jumping ledge to go for the
top of the flagpole!
o-----------o
| Level 2-2 |
o-----------o
This level will reintroduce everyone to that rapscallion in the flying cloud
(Lakitu) and his pets he throws about (Spiny)! Take on the three Red Koopa
Troopas if you wish to, but mainly concentrate on getting the Power-Up while
moving right, passing the ledge to see Lakitu come out from behind the
nearby Pyramid! Lakitu will throw his pet Spinies at Mario, but if Mario
can take out Lakitu, he will not return for a short while, and Mario may be
able to even hitch a ride in that cloud! Run right to find a couple high
Blocks (one has a Power-Up) to attack Lakitu from, and if Firepower is
yours, use it to take Lakitu from his perch, followed by stealing his ride!
With the cloud in hand, fly right until a coin path upwards appear, so
follow it to locate the first Star Coin. Jump off the cloud and run right
past more Red Koopa Troopas, jumping a gap when the Piranha Plant retreats
into his pipe, finding some bricks to Ground Pound through to grab the
second Star Coin. Lakitu should have returned by now, so be wary of him as
you move to the right, finding a structure with bricks and Blocks in it
(note that this a tribute to a structure in the first Lakitu level ever, in
SMB's 4-1) to bust up as you desire, followed by locating a green pipe to go
down, which will launch Mario high into the air, directly at a pipe above
(press UP to go inside).
Use the dual set of green pipes here tog et the Coins and third Star Coin,
then head down the pipe on the right to return to the main level area. Move
to the right, suing the rocking toadstool to go jump onto the flagpole,
ending the level!
o-----------o
| Level 2-3 |
o-----------o
Head down the pipe and go right past the Blocks, wall jumping to get to
the Star Coin above the ledge, followed by hopping down the hole to move
left to get a Power-Up. After taking out the Swoop (N64 enemy!), leap over
the first trap door (go through for Coins if you desire them) to Ground
Pound down to the lower tunnel, moving right to find a Piranha Plant and
some one-way doors. Take Mario up around the Piranha Plant location,
keeping an eye out for the second Star Coin while en route, arriving at the
next area.
Head right to slide down to the bottom of the area, moving right again to go
hit a Switch. At this point the game is split into two possible exits,
so take the Main Route to go on to 2-4, or choose the Alternate Route to go
after 2-A.
==========
Main Route
==========
Run to the right, swimming past the opening above (you can go inside to find
some Coins if so desired), aiming Mario for the ledge on the right before
the water level drops off. Take a running start in this new area, clearing
the massive Piranha Plant, continuing to the dead end to find a Power-Up.
Jump up to the next set of challenges, moving left to leap over a Piranha
Plant, climbing up the right side of the two choices here, taking a running
leap to the right to make the small ledge there to go get the third and
final Star Coin. Return to the floor below, moving right to hop upwards
through the ledges and the spinning manhole, taking off to the right from
there to hit the ! Switch, using the now solid bricks to go right to leave
the area. Outside is a springboard to use for a shot at a higher flagpole
landing, so use it to finish off the level!
===============
Alternate Route
===============
Run to the right, leaping off to the right to land in the rising water,
swimming through the hole in the ceiling that is nearby. Once inside the
large cavern, go to the left and hit the second Switch, swimming up at the
top of the water as it rises, leaping onto the high ledge that is briefly
accessible. Head right to leave the area, arriving at a flagpole, so go
grab a hold of it, ending the level!
o-----------o
| Level 2-4 |
o-----------o
Hit the Switch to go after the Blocks (getting a Power-Up from one)
before heading right, jumping a gap to find some Coins in Blocks guarded
by Green Koopa Troopas and a couple Goombas. Next up have Mario knock a
Koopa Troopa senseless, picking up the shell to go right underneath the
ledge, jumping up to hit the shell right into the Piranha Plant, followed
by Wall Jumping to the Star Coin above the pipe. Now head back left to go
over the top of the structure, carefully going down the steep steps (passing
Piranha Plants) to get into the water, reaching a diveragnce in the level
pathways.
==========
Main Route
==========
Start off by swimming to the right. Drop down and swim along the bottom of
the screen, passing under the land here to find a red pipe to go into.
Swim through the small area here, collecting coins while dodging the
Cheep-Cheeps, heading through the next pipe to go left (ignore the Switch
for now) to get the second Star Coin, followed by hitting the Switch to
escape the hole Mario is in.
Head right to find a Power-Up and a Switch, so grab the Power-Up before
hitting the Switch, moving off to the right over the two hills, launching
right from the summit of the second hill to reach the high ledge. The next
challenge is an old favourite... HAMMER BROTHERS! Using a vintage dual brick
structure setting from SMB, they guard the way forward and the third Star
Coin, so take them out with punches from below on the bricks they are
standing on.
Head right to find the staircase, and another blast from the past that is
Super Mario Brothers, as Mario can use the Green Koopa Troopa coming down
the staircase here can be used to gain a lot of 1-Ups! To do so just stand
on one of the bottom steps, letting the Green Koopa Troopa come down to
Mario, timing a leap straight into the air to come down so Mario lands on
the Koopa so Mario will keep bouncing up and down, kicking the shell off the
stair above him for a lot of points and then the 1-Ups will begin to pile
up! Once you tire of this, continue up the stairs and go touch the flagpole
to end the level!
===============
Alternate Route
===============
For this exit you will need to be Mini mario. When you reach the pipe in
the water, head left as Mini Mario, running across the water, entering the
mini pipe. Once Mario reappears, head right and find the flagpole, so get
onto the higherledge via a Wall Jump from the left side to get a better point
value for the flagpole grab, but either way it will end the level!
o---------------o
| Level 2-Tower |
o---------------o
Start off by using the rotating elevators, getting the Power-Up from the
Blocks above the second set, followed by climbing above to go left, using
the rope to continue onwards. On the next rotating elevator, ride it until
a small ledge on the left appear, leaping to it to start a wall jump
upwards, finding a door to enter, finding a small structure of blocks that
move when touched, so keep performing wall jumps to get to a ledge on the
right, followed by jumping on top of the moving blocks to move left, getting
a Star Coin. If you wish to shortcut to end of the Tower, use the second
moving block set to reach the top door, but if you want to do the rest of
the level, retreat to the door you entered by.
Back at the previous rotating elevator, go right this time via the rope,
dropping down past the rotating elevator to get the second Star Coin,
followed by going up again (feel free to go after the Red Coin Ring prize),
advancing by leaping to the ledge on the right, springboarding through the
green pipe. Grab the Power-Up from the Block before moving on to jump
across the gaps ahead via the spinning bricks (hit the small red bricks to
make an extra one appear). When Mario reaches the third set, hit the red
brick to make some more spinning blocks appear, but instead of taking the
first two in sight, backtrack to the left to use one that was off screen to
go onto the higher ledge nearby, where a well placed wall jump will get the
third Star Coin far above. Once you are done, head back to the right, using
the two spinning blocks passed before to get to a pipe, finding the big
doors!
Baby Bowser will attack Mario simply by running back and forth, attempting
to ram him at full speed on a platform that is not complete, as Mario can
fall into the quicksand below, making it tough for him to escape and battle
Baby Bowser without taking a hit on the exit. The way to defeat the monster
is to hit him with three leaps to the head, though he will retreat to his
shell after every bonk from Mario, so step away until he comes back from his
hiding game. The other method for defeating Baby Bowser is to hit him with
9 Fireballs, though the Fireballs can be combined with the jump attacks to
beat Baby Bowser as well.
o-----------o
| Level 2-5 |
o-----------o
Head right, Ground pounding the Blocks for profit and a Power-Up, quickly
running into Blockhoppers. Use the Ground Pound to eliminate them, but
when you get a spot with Coins leading upwards, draw a Blockhopper near,
allowing Mario to use the Blockhopper as a stepping stone to leap up and get
the first Star Coin. Continue right, battling Spinies and Blockhoppers,
finding a Power-Up at the halfway point, followed by encountering Fire
Snakes for the first time.
head right while watching for some bricks floating in the air, indicating
the next spot that a Blockhopper will come in handy. Leap onto the bricks
from a Blockhopper, followed by Ground Pounding the bricks to reveal a
P-Switch, o go hit it and then use the path from the Coins that are now
bricks to go left to get the second Star Coin. head right to find another
member of the Hammer Brother fold, this one happens to be a Boomerang
Brother, so approach him cautiously, stomping him en route to sinking into
the quicksand below on purpose. While sinking, hold to the right, jumping
up to pass through the screen on the right, appearing to go downwards, using
the Blockhopper below to reach the third Star Coin. All that remains from
here is to go back up to the surface, moving right past one more Blockhopper
(or use it as a stepping stone to reach higher) to get to the flagpole.
o-----------o
| Level 2-6 |
o-----------o
After passing through the first area, Mario will again be in a scrolling
level, with this one taking place on a few platforms. Mario would be
greatly served to have Firepower here, as the main enemy facing him are the
ever persistent Piranha Plant. Ride to the right, busting the Power-Up from
the third Block, which is soon followed by a couple Piranha Plants that
float by harmlessly. The next two Piranha Plants will land on the platform,
so avoid them while the ledge floats under a pipe with a Piranha Plant
inside. Stay away form the Piranha Plant on the right, as a ledge will
remove it, allowing Mario to get the first Star Coin floating above the
moving platform.
Grab the Power-Up from the third Block, followed by using the small ledge
that comes into play to hit the middle Block of the next set to make a
1-Up Mushroom pop out. Watch out for a Piranha Plant to land on the right
side, leaping it to get on the higher ledge here for another Power-Up,
leading to a dual Piranha Plant attack, so get between them on the higher
ledge before they land, grabbing the second Star Coin that follows them.
Watch out for the Super Piranha Plant that will float through next, so stay
high to avoid it completely.
After this the big ledges will begin to pull away, so jump onto the small
ledges that float on to the screen, leaping forward along the set, watching
out for the Venus Fire Trap (SMB3 enemy!) to get the third Star Coin.
Continue to avoid the stray fireballs from behind, reaching solid ground
where Mario must use the air pump to send the cork in the pipe flying,
allowing him to pass through the pipe to find one last Piranha Plant to deal
with before reaching the flagpole to end the level.
o-----------o
| Level 2-A |
o-----------o
Move right to find a Power-Up in a Block, followed by dealing with the
Koopa Troopas and dodging the massive fish trying to eat Mario from below,
appropriately titled Spike Bass due to his spiky exterior. Keep away from
him while moving on, taking the lower log path to get the first Star Coin
(draw an attack from Spike Bass first, then sprint through to get the Star
Coin easily).
Next up are some springboards, so use them to launch high into the air,
collecting Coins and finding the second Star Coin high in the sky before
advancing to find a Red Koopa Troopa, at which point the paths in the level
diverge.
==========
Main Route
==========
Go past the Red Koopa Troopa and into the green pipe, swimming upwards upon
exiting to find a springboard. use this one to launch high into th air,
holding RIGHT to land on the flagpole for a good score, ending the level and
unlocking the path to the Pipe!
===============
Alternate Route
===============
Perform a spinning jump from a springboard to land off the Red Koopa Troopa,
bouncing back into the air to reach the pipe on the ledge above. Grab the
third Star Coin in this contained area before taking another pipe, this one
leading to an alternate exit flagpole, which unlocks the Warp Cannon that
goes to World Five!
o----------------o
| Level 2-Castle |
o----------------o
Let the Giant Spiked Ball roll into the pit below, followed by going right
past a couple Spiked Balls to get a Power-Up from a Block. Next up is a
rope for swinging past a Giant Spiked Ball, swinging back and forth to get
enough momentum to reach the ledges above, which lead to a 1-Up Mushroom.
Next draw the Spiked Ball into rolling by before raiding the Blocks for a
Power-Up, followed by running a gauntlet area, stopping in each crevice or
leaping to a higher ledge to avoid the incoming Spiked Balls. Upon reaching
the split in the path, Wall Jump up to the high ledge, running right to go
into the hole before the Spiked Ball arrives, grabbing the first Star Coin
in the process.
head down and then right, dodging one last Spiked Ball to get to the door.
Mario will appear outside, facing some Bullet Bills while grabbing a
Power-Up, running to the right to get onto a Bullet Bill cannon to the right
and below a Star Coin. here Mario will need to use a Bullet Bill as a
stepping stone by performing a Super Jump (hold A/B Button when landing on
the foe) to reach that second Star Coin. Run through the narrow hall
(ducking Bullet Bills) to hit the Switch, lowering the land to allow Mario
through, but he will need to first get by the Spiked Ball in the dip,
reaching a Power-Up immediately afterwards. Now Mario will have a choice to
make, as the level can have two possible outcomes. Use the rope ahead to
swing to the ledge above, collecting the Mini Mushroom here to go right over
the gap, passing through the narrow passage to reach the third Star Coin,
followed by making a choice on which level ending fight to participate in.
==========
Main Route
==========
Grab the Power-Up from the Block before exiting the lower area to go past
a Spiked Ball, hitting the -Switch, allowing Mario to enter the large doors
below. Head right and Mario will come face to face with the Mummy Pokey!
To win this battle Mario will need to put 9 Fireballs into the creature, hit
it with three Shell Dashes, or jump on the head of the monster three times
(you can also go Mega Mushroom on it as well if you are lazy). The monster
will attack by surfacing from the sand, spitting a projectile at Mario, and
then disappearing below once more. if you are going to use jumps to defeat
it, only nail it when it is low enough to safely jump onto it. Once
Mario has won the battle, off to World Three he shall go!
===============
Alternate Route
===============
DO NOT get the Power-Up from the Block, instead exiting the lower area to
go past a Spiked Ball, hitting the -Switch, allowing Mario to enter the
large doors below. Head right and Mario will come face to face with the
Mummy Pokey! To win this battle while Mini Mario, watch for the Mummy Pokey
to poke out of the ground, noting the height it stops rising out at. If it
is too high for Mario to leap over the top of, avoid the incoming projectile
and wait for the next reappearance, but when it does pop out at a low enough
height to attack it, jump directly above it and perform a Ground Pound
attack to damage the Mummy Pokey. Repeat this pattern successfully twice
more and Mario will be on his way to World Four!
~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~ World Three ~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~
_____________________
X - Start |
# - Level |
a - Extra Level |
b - Extra Level |
c - Extra Level |
O - Empty Space |
T - Tower |
C - Castle |
H - Ghost House |
W - Warp Cannon |
P - Pipe |
S - Star Coin Toll |
I - Item Toad House |
G - Green Toad House |
M - Mega Toad House |
|
_____________________|
+----1--------+ M---S3------------H------------+
| | | | |
| | | | |
X----O I O----2----T----+ G +----W O----C
S | | | | |
| | | | S |